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-rw-r--r--src/server/game/AI/CreatureAI.cpp34
1 files changed, 0 insertions, 34 deletions
diff --git a/src/server/game/AI/CreatureAI.cpp b/src/server/game/AI/CreatureAI.cpp
index b3fec75989..5150f4cd75 100644
--- a/src/server/game/AI/CreatureAI.cpp
+++ b/src/server/game/AI/CreatureAI.cpp
@@ -257,40 +257,6 @@ bool CreatureAI::_EnterEvadeMode()
return true;
}
-void CreatureAI::MoveCircleChecks()
-{
- Unit *victim = me->GetVictim();
-
- if (
- !victim ||
- !me->IsFreeToMove() ||
- !me->IsWithinMeleeRange(victim) ||
- (victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet())
- )
- {
- return;
- }
-
- me->GetMotionMaster()->MoveCircleTarget(me->GetVictim());
-}
-
-void CreatureAI::MoveBackwardsChecks() {
- Unit *victim = me->GetVictim();
-
- if (
- !victim ||
- !me->IsFreeToMove() ||
- (victim->GetTypeId() != TYPEID_PLAYER && !victim->IsPet())
- )
- {
- return;
- }
-
- float moveDist = CalculatePct(me->GetCombatReach() + victim->GetCombatReach(), 100);
-
- me->GetMotionMaster()->MoveBackwards(victim, moveDist);
-}
-
Creature* CreatureAI::DoSummon(uint32 entry, const Position& pos, uint32 despawnTime, TempSummonType summonType)
{
return me->SummonCreature(entry, pos, summonType, despawnTime);